It’s been a while... but here’s the roadmap for improvements!
[p]Greetings, Skyfarers![/p][p]Airship: Kingdoms Adrift has been a completed game for a while now, and by now, many of you know it well. While the team has since moved on to other projects, we’ve continued collecting feedback throughout. One of the earliest major issues, the December GPU performance bottleneck, was thankfully resolved. And since then, we’ve seen no reports of it reoccurring.[/p][p]Over the course of 2025, our full effort has gone into securing the funding needed to kickstart development of our next title. We’ll have good news to share about that later this year. But in the meantime, with some time and resources finally freed up, we want to revisit Kingdoms Adrift and fix what we can, especially things that we now understand better thanks to your feedback.[/p][p][/p][hr][/hr][p][/p][h3]Why a roadmap now?[/h3][p]To set the tone: this roadmap is not about transforming Kingdoms Adrift into the perfect game we dreamed of. Instead, it’s about making sure that anyone who discovers the game from today onwards can enjoy it for what it is, without being turned away by pain points that we can still realistically fix.[/p][p]This is our first title, and as we move on to the next big thing, we want Kingdoms Adrift to remain something we're proud of; something that invites new players into our world of fantasy flying ships, and, just maybe, earns a lifelong fan or two along the way.[/p][p][/p][hr][/hr][p][/p][h3]Coming Soon: First Steps[/h3][p]Better Troubleshooting Tools[/p][p]We’ll be introducing a new “Development Build” branch to help us and the community track down bugs more effectively. Unity doesn’t give us much to work with in terms of diagnostics unless we're running a full dev build, so this new branch will let us capture the data we need on your end when issues happen.[/p][p]We’re still a small team, and we simply don’t have the resources to replicate every hardware and gameplay setup — but this is a step toward better transparency and faster fixes.[/p][p]Community discussion[/p][p]Later in this article, we’ll share a full list of issues we plan to tackle — spanning both upcoming patches and longer-term goals. But we also want your help in deciding what comes first.[/p][p]We’ll be opening up individual discussions on each topic so we can walk through the ideas and proposed changes together with the community. You’ll be able to track progress and fix status in real time through a dedicated thread on our Discord, which will be kept up to date as work moves forward.[/p][p]https://discord.com/channels/824584233149923340/1413261736999518288[/p][p][/p][hr][/hr][p][/p][h3]Acknowledgement (and a Heads-Up)[/h3][p]This is going to be long and detailed. We recommend skimming for the topics that matter most to you. We'll break things into smaller update posts soon, so you can follow or deep dive into the areas that interest you most.[/p][p]The list of fixes and improvements that follows is based on a year of feedback, filtered down to issues mentioned repeatedly or that we believe we can realistically fix without exceeding our technical limits.[/p][p]If you believe we’ve missed something that is both important and achievable, please don’t hesitate to let us know in the comments.
[/p][hr][/hr][p][/p][h2]✨ Major Improvements[/h2][p][/p][h3]🔧 Addressing CPU performance in combat[/h3][p]Large battles and late-game ship configurations currently create heavy CPU load, especially during combat sequences. While the game doesn’t demand much from the GPU, we’ve found that CPU-bound performance is a key bottleneck. We're optimizing calculations related to damage, targeting, and AI logic to improve frame rate stability during combat.[/p][p][/p][h3]⚔️ Improving combat engagement and interactivity[/h3][p]Many players have noted that combat can become passive or repetitive over time. We're looking into how we can make combat feel more responsive and dynamic. With more meaningful and hands-on control during battle, such as being able to aim and fire guns manually while putting point-defense on auto-fire at the same time.[/p][p][/p][h3]📘 Improving feature discovery and tutorialization[/h3][p]A significant number of core mechanics, from trading automation to ship loadout strategies, are either poorly explained or not surfaced at all. We're working on adding better onboarding tools, contextual tips, and optional tutorials so players aren’t left guessing how major systems work.[/p][p][/p][h3]📉 Addressing UI-related performance drops[/h3][p]Some menus, especially when managing fleets, cargo, or industry, can cause significant frame drops or UI lag, particularly later in the game. We’ll be profiling these interfaces and streamlining performance to ensure smooth navigation across all menus.[/p][p][/p][h3]🚀 Reducing travel fatigue through fast travel between hubs[/h3][p]Travel becomes one of the most cited pain points in the late game. To reduce tedium without removing the feel of the world, we're implementing a fast travel option between major hub cities that the player has already visited. This will help reduce downtime when you're moving cargo, completing quests, or setting up trade routes.[/p][p][/p][h3]⚙️ Expanding automation features[/h3][p]Automation is a central part of the late-game loop, but the current tools are too limited or unreliable. We’ll be implementing:[/p]
[/p][hr][/hr][p][/p][h2]✨ Major Improvements[/h2][p][/p][h3]🔧 Addressing CPU performance in combat[/h3][p]Large battles and late-game ship configurations currently create heavy CPU load, especially during combat sequences. While the game doesn’t demand much from the GPU, we’ve found that CPU-bound performance is a key bottleneck. We're optimizing calculations related to damage, targeting, and AI logic to improve frame rate stability during combat.[/p][p][/p][h3]⚔️ Improving combat engagement and interactivity[/h3][p]Many players have noted that combat can become passive or repetitive over time. We're looking into how we can make combat feel more responsive and dynamic. With more meaningful and hands-on control during battle, such as being able to aim and fire guns manually while putting point-defense on auto-fire at the same time.[/p][p][/p][h3]📘 Improving feature discovery and tutorialization[/h3][p]A significant number of core mechanics, from trading automation to ship loadout strategies, are either poorly explained or not surfaced at all. We're working on adding better onboarding tools, contextual tips, and optional tutorials so players aren’t left guessing how major systems work.[/p][p][/p][h3]📉 Addressing UI-related performance drops[/h3][p]Some menus, especially when managing fleets, cargo, or industry, can cause significant frame drops or UI lag, particularly later in the game. We’ll be profiling these interfaces and streamlining performance to ensure smooth navigation across all menus.[/p][p][/p][h3]🚀 Reducing travel fatigue through fast travel between hubs[/h3][p]Travel becomes one of the most cited pain points in the late game. To reduce tedium without removing the feel of the world, we're implementing a fast travel option between major hub cities that the player has already visited. This will help reduce downtime when you're moving cargo, completing quests, or setting up trade routes.[/p][p][/p][h3]⚙️ Expanding automation features[/h3][p]Automation is a central part of the late-game loop, but the current tools are too limited or unreliable. We’ll be implementing:[/p]
- [p]Auto-sell functions so that goods can be offloaded without manual intervention[/p]
- [p]“Maintain supply up to X” logic for transport routes and repeat production, making resource chains more sustainable and easier to manage[/p][p][/p]
- [p]Allow saving and auto-save beyond the point of no return[/p]
- [p]Automatically return players to the point of no return after the end credits
Add more item recipes to production facilities[/p] - [p]Enable recipe selection by clicking on ongoing productions[/p]
- [p]Link buyers and sellers in item info to their respective merchants[/p]
- [p]Ship selling now includes the value of onboard parts[/p]
- [p]Add an “X” button to close menus and UI windows more intuitively[/p]
- [p]Improve the tone and presentation of important pre-battle dialogue[/p]
- [p]Entering aggro range no longer cancels cruise mode[/p]
- [p]Fine-tune enemy spawn and detection ranges for smoother pacing[/p]
- [p]Increase engagement distance to give larger battles more space[/p]
- [p]Correct and update DLC descriptions[/p]
- [p]Add easier ways to access the map when many facilities are on-screen[/p]
- [p]Add a unique "conglomerate trophy" item for sale at Silberblum Store[/p]
- [p]Fix issue where disabling production notifications hides item rewards[/p]
- [p]Clarify that stripped ship parts are moved to the ship’s cargo, not the fleet cargo[/p]
- [p]Improve visibility range for certain quest-related encounters to make them easier to find[/p]
- [p]Display the map automatically when receiving quests[/p]
- [p]Save loss and crash on "Continue"[/p]
- [p]Cadenza’s trait stops working after combat[/p]
- [p]Roadblock sometimes occurring after picking up Helmut[/p]
- [p]Captured ships not counted toward "Ships Owned" achievements[/p]
- [p]Boarding orders accelerate ships beyond their speed limits[/p]
- [p]Remove 3D render behind opening cinematic (causes performance issues)[/p]
- [p]Fix broken quest sequence in Helmut’s storyline[/p]
- [p]Officer discount traits not applied when they’re not in the active fleet[/p]
- [p]Remove context-sensitive prompts (WASD to move, Space to fire) after first display[/p]
- [p]Prevent sending ships to ports that are already full[/p]
- [p]Fix issue where sold ships still carry out freight routes[/p]
- [p]Make speed calculation and display consistent across all interfaces[/p]
- [p]Auto-hide initial combat prompts after a short time[/p]
- [p]Ensure conglomerate trophies have valid places to be sold[/p]
- [p]Ensure production notifications are fully disabled when toggled off[/p]
- [p]Clarify where stripped ship parts are stored (cargo vs. fleet)[/p]
- [p]Fix cases of data loss when using cloud save[/p]
- [p]Fix crash in the Logistics tab when using Simplified Chinese[/p]
- [p]Investigate and fix intermittent failures of the auto-buy feature[/p]
- [p]Correct inconsistent distance displays to ports[/p]
- [p]Fix issue where remote inventory transfers select the wrong ship[/p][p][/p]